This document discusses using massively multiplayer online (MMO) gaming platforms for open access and education. It references theorists who have explored open access and the learning benefits of games. The document describes observations of several MMO games like Final Fantasy XIV and World of Warcraft where collaboration, communication, and helping others are key aspects. It proposes that MMO gaming platforms could support online learning communities through features that amplify input and foster a sense of identity and decision-making. However, challenges include the potential for toxicity amongst novice players. Moving forward, the document suggests building a "kinder curation" of gaming communities for education and presenting research findings through a webinar or film.
2. OPEN
ACCESS
THE PROGRESSION
• Aaron Swartz
• Don Tapscott
• “ F O U R P R I N C I P L E S F O R T H E
O P E N W O R L D ”
• Hybrid Pedagogy
• “ C O N F E S S I O N S O F A
S U B V E R S I V E S T U D E N T ” B Y L E I F
NELSON
• Jane McGonigal
• R.F. Mackay
• “ P L A Y I N G T O L E A R N ”
(STANFORD ART ICLE)
• James Gee
• WHAT VIDEO GAMES HAVE TO
TEACH US ABOUT LEARNING
AND L I TERACY
3. Questions
• HOW DOES OPEN ACCESS RELATE TO MMO GAMING PLAT FORMS?
• CAN THESE PLAT FORMS BE USED IN EDUCAT ION?
• HOW DOES THIS RELATE TO CONNECTED COURSES?
5. WHAT DID WE
SEE?
• Final Fantasy XIV: A Realm Reborn
• An entire server collaborating towards a common goal
• Communal chat via the General Chat (instant information)
• Digital Trust
• World Of Warcraft
• Vocal Communication
• Seeing the whole field of play
• Giving/Asking for help
• Understanding strengths and weaknesses
• Protatomonster
• Online support for learners
• Positive affirmation to the community
• Mass Effect
• Taking ownership over major decisions and identity
• “Amplification of input is highly motivating for learning” (Gee,
60).
6. THE RADIX
ENDEAVO
R
• Entering into the
community of
practice
• Discovering
other MMO
gaming
platforms
7. CHAL LENGES AND MOVING
FORWARD
• Building a “kinder curation”
• Many of these communities can be toxic to novice
level players (how do we change this?)
• Recording self as part of affinity group
• Showing expressions (ethos, pathos, and logos)
• Final Presentation Ideas
• Webinar with gaming colleagues (how gaming
could have shaped their educational experience)
• Short film (collections of testimonials, research,
etc.)
• Gaming session: having everyone jump in and
experience the thing
• HELP!